Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called meadiated reality
, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world.
Hardware
Hardware components for augmented reality are: processor, display, sensors and input devices. Modern mobile computing devices like smartphones and tablet computers contain these elements which often include a camera and MEMS sensors such as accelerometer, GPS, and solid state compass, making them suitable AR platforms.
Display
Various technologies are used in Augmented Reality rendering including optical projection systems, monitors, hand held devices, and display systems worn on one's person.
Head-mounted
A head-mounted display (HMD) is a display deviceired to a headset such as a harness or helmet. HMDs place images of both the physical world and virtual objects over the user's field of view. Modern HMDs often employ sensors for six degrees of freedom monitoring that allow the system to align virtual information to the physical world and adjust accordingly with the user's head movements HMDs can provide users immersive, mobile and collaborative AR experiences.
Eyeglasses
AR displays can be rendered on devices resembling eyeglasses. Versions include eyewear that employ cameras to intercept the real world view and re-display its augmented view through the eye pieces[ and devices in which the AR imagery is projected through or reflected off the surfaces of the eyewear lens pieces
HUD
See also: Head-up display
Devices that can augment only part of ones field of view like Google Glass are intended for an AR experience. After the debut of Google Glass many other HUD devices emerged as alternatives.[18][19][20]
CrowdOptic, an existing app for smartphones, applies algorithms and triangulation techniques to photo metadata including GPS position, compass heading, and a time stamp to arrive at a relative significance value for photo objects. CrowdOptic technology can be used by Google Glass users to learn where to look at a given point in time.
In January 2015, Microsoft introduced HoloLens, which is an independent smartglasses unit. Brian Blau, research director of consumer technology and markets at Gartner, said that "Out of all the head-mounted displays that I've tried in the past couple of decades, the HoloLens was the best in its class.".[23] First impressions and opinions have been generally that HoloLens is a superior device to the Google Glass, and manages to do several things "right" in which Glass failed.[23][24]
Contact lenses
Contact lenses that display AR imaging are in development. These bionic contact lenses might contain the elements for display embedded into the lens including integrated circuitry, LEDs and an antenna for wireless communication.Another version of contact lenses, in development for the U.S. Military, is designed to function with AR spectacles, allowing soldiers to focus on close-to-the-eye AR images on the spectacles and distant real world objects at the same time.The futuristic short film Sightfeatures contact lens-like augmented reality devices.
Virtual retinal display
A virtual retinal display (VRD) is a personal display device under development at the University of Washington's Human Interface Technology Laboratory. With this technology, a display is scanned directly onto the retina of a viewer's eye. The viewer sees what appears to be a conventional display floating in space in front of them.
EyeTap
The EyeTap (also known as Generation-2 Glass]) captures rays of light that would otherwise pass through the center of a lens of an eye of the wearer, and substitutes synthetic computer-controlled light for each ray of real light. The Generation-4 Glass(Laser EyeTap) is similar to the VRD (i.e. it uses a computer controlled laser light source) except that it also has infinite depth of focus and causes the eye itself to, in effect, function as both a camera and a display, by way of exact alignment with the eye, and resynthesis (in laser light) of rays of light entering the eye.
Handheld
Handheld displays employ a small display that fits in a user's hand. All handheld AR solutions to date opt for video see-through. Initially handheld AR employed fiducial markers,[36]and later GPS units and MEMS sensors such as digital compasses and six degrees of freedom accelerometer–gyroscope. Today SLAM markerless trackers such as PTAM are starting to come into use. Handheld display AR promises to be the first commercial success for AR technologies. The two main advantages of handheld AR is the portable nature of handheld devices and ubiquitous nature of camera phones. The disadvantages are the physical constraints of the user having to hold the handheld device out in front of them at all times as well as distorting effect of classically wide-angled mobile phone cameras when compared to the real world as viewed through the eye.[37]
Spatial
Spatial Augmented Reality (SAR) augments real world objects and scenes without the use of special displays such as monitors, head mounted displays or hand-held devices. SAR makes use of digital projectors to display graphical information onto physical objects. The key difference in SAR is that the display is separated from the users of the system. Because the displays are not associated with each user, SAR scales naturally up to groups of users, thus allowing for collocated collaboration between users.
Examples include shader lamps, mobile projectors, virtual tables, and smart projectors. Shader lamps mimic and augment reality by projecting imagery onto neutral objects, providing the opportunity to enhance the object’s appearance with materials of a simple unit- a projector, camera, and sensor.
Other applications include table and wall projections. One innovation, the Extended Virtual Table, separates the virtual from the real by including beam-splitter mirrors attached to the ceiling at an adjustable angle. Virtual showcases, which employ beam-splitter mirrors together with multiple graphics displays, provide an interactive means of simultaneously engaging with the virtual and the real. Many more implementations and configurations make spatial augmented reality display an increasingly attractive interactive alternative.
A SAR system can display on any number of surfaces of an indoor setting at once. SAR supports both a graphical visualisation and passive haptic sensation for the end users. Users are able to touch physical objects in a process that provides passive haptic sensation.
Tracking
Modern mobile augmented reality systems use one or more of the following tracking technologies: digital cameras and/or other optical sensors, accelerometers, GPS, gyroscopes,solid state compasses, RFID and wireless sensors. These technologies offer varying levels of accuracy and precision. Most important is the position and orientation of the user's head. Tracking the user's hand(s) or a handheld input device can provide a 6DOF interaction technique.
Input devices
Techniques include speech recognition systems that translate a user's spoken words into computer instructions and gesture recognition systems that can interpret a user's body movements by visual detection or from sensors embedded in a peripheral device such as a wand, stylus, pointer, glove or other body wear.
Computer
The computer analyzes the sensed visual and other data to synthesize and position augmentations.
Augmented reality applications can complement a standard curriculum. Text, graphics, video and audio can be superimposed into a student’s real time environment. Textbooks, flashcards and other educational reading material can contain embedded “markers” that, when scanned by an AR device, produce supplementary information to the student rendered in a multimedia format. Students can participate interactively with computer generated simulations of historical events, exploring and learning details of each significant area of the event site . On higher education, there are some applications that can be used. For instance, Construct3D, a Studierstube system, allows students to learn mechanical engineering concepts, math or geometry. This is an active learning process in which students learn to learn with technology. AR can aid students in understanding chemistry by allowing them to visualize the spatial structure of a molecule and interact with a virtual model of it that appears, in a camera image, positioned at a marker held in their hand. It can also enable students of physiology to visualize different systems of the human body in three dimensions. Augmented reality technology also permits learning via remote collaboration, in which students and instructors not at the same physical location can share a common virtual learning environment populated by virtual objects and learning materials and interact with another within that setting.
This resource could also take of advantage in Primary School. Students learn through experiences, besides when children are so young, they need see to learn. For instance, they can learn new knowledge about astronomy, which is usually difficult to acquire to them, for example children might better understand the solar system when using AR devices because they would be able to see it in 3D. In addition, learners could change the pictures of their science book by using this resource.
For teaching anatomy teachers could visualize bones and organs using augmented reality to display them onto the body of a person.
For teaching anatomy teachers could visualize bones and organs using augmented reality to display them onto the body of a person.
Mobile apps using augmented reality are emerging in the classroom. The mix of real life and virtual reality displayed by the apps using the mobile phone's camera allows information to be manipulated and seen like never before. Many such apps have been designed to create a highly engaging environment while transforming learning.
Children have been seen to show improvement by engagement of the use of augmented reality. Educational leaders in the industry have


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